feature/imp-90-new-intro-sequence #34
@@ -40,3 +40,6 @@ function Audio.sfx_success() sfx(16, 'C-7', 60) end
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--- Plays bloop sound effect.
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--- Plays bloop sound effect.
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--- @within Audio
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--- @within Audio
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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--- Plays alarm sound effect.
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--- @within Audio
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function Audio.sfx_alarm() sfx(61) end
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@@ -5,8 +5,8 @@ Decision.register({
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Meter.hide()
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Meter.hide()
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Day.increase()
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Day.increase()
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MinigameRhythmWindow.start("game", {
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MinigameRhythmWindow.start("game", {
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focus_center_x = Config.screen.width / 2,
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focus_center_x = (Config.screen.width / 2) - 22,
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focus_center_y = Config.screen.height / 2,
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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focus_initial_radius = 0,
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on_win = function()
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on_win = function()
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MysteriousManWindow.start()
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MysteriousManWindow.start()
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@@ -4,8 +4,8 @@ Decision.register({
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handle = function()
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handle = function()
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Meter.hide()
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Meter.hide()
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MinigameButtonMashWindow.start("game", {
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MinigameButtonMashWindow.start("game", {
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focus_center_x = Config.screen.width / 2,
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focus_center_x = (Config.screen.width / 2) - 22,
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focus_center_y = Config.screen.height / 2,
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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focus_initial_radius = 0,
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})
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})
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end,
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end,
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@@ -4,8 +4,8 @@ Decision.register({
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handle = function()
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handle = function()
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Meter.hide()
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Meter.hide()
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MinigameRhythmWindow.start("game", {
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MinigameRhythmWindow.start("game", {
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focus_center_x = Config.screen.width / 2,
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focus_center_x = (Config.screen.width / 2) - 22,
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focus_center_y = Config.screen.height / 2,
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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focus_initial_radius = 0,
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})
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})
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end,
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end,
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@@ -37,6 +37,7 @@ function Context.initial_data()
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meters = Meter.get_initial(),
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meters = Meter.get_initial(),
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timer = Timer.get_initial(),
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timer = Timer.get_initial(),
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triggers = {},
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triggers = {},
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home_norman_visible = false,
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game = {
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game = {
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current_screen = "home",
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current_screen = "home",
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current_situation = nil,
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current_situation = nil,
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@@ -86,6 +87,34 @@ function Context.new_game()
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Context.game_in_progress = true
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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MenuWindow.refresh_menu_items()
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Screen.get_by_id(Context.game.current_screen).init()
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Screen.get_by_id(Context.game.current_screen).init()
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MysteriousManWindow.start({
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text = [[
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Norman was never a bad
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simulation engineer, but
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we need to be careful in
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letting him improve. We
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need to distract him.
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]],
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on_text_complete = function()
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Audio.sfx_alarm()
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Context.home_norman_visible = false
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Util.go_to_screen_by_id("home")
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MinigameButtonMashWindow.start("game", {
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focus_center_x = (Config.screen.width / 2) - 22,
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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target_points = 100,
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instruction_text = "Wake up Norman!",
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show_progress_text = false,
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on_win = function()
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Audio.music_play_wakingup()
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Context.home_norman_visible = true
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Meter.show()
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Window.set_current("game")
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end,
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})
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end,
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})
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end
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end
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--- Saves the current game state.
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--- Saves the current game state.
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@@ -7,5 +7,10 @@ Screen.register({
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"go_to_sleep",
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"go_to_sleep",
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"go_to_end",
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"go_to_end",
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},
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},
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background = "bedroom"
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background = "bedroom",
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draw = function()
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if Context.home_norman_visible and Window.get_current_id() == "game" then
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Sprite.draw_at("norman", 100, 80)
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end
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end
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})
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})
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@@ -26,10 +26,14 @@ Screen.register({
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local sw = Config.screen.width
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local sw = Config.screen.width
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local cx = sw / 2
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local cx = sw / 2
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local norman_x = math.floor(sw * 0.75)
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local norman_y = math.floor(Config.screen.height * 0.75)
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local bar_w = math.floor(sw * 0.75)
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local bar_w = math.floor(sw * 0.75)
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local bar_x = math.floor((sw - bar_w) / 2)
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local bar_x = math.floor((sw - bar_w) / 2)
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local bar_h = 4
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local bar_h = 4
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Sprite.draw_at("norman", norman_x, norman_y)
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Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
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Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
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local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
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local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
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@@ -2,6 +2,32 @@
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local _sprites = {}
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local _sprites = {}
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local _active_sprites = {}
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local _active_sprites = {}
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local function draw_sprite_instance(sprite_data, params)
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local colorkey = params.colorkey or sprite_data.colorkey or 0
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local scale = params.scale or sprite_data.scale or 1
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local flip_x = params.flip_x or sprite_data.flip_x or 0
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local flip_y = params.flip_y or sprite_data.flip_y or 0
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local rot = params.rot or sprite_data.rot or 0
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if sprite_data.sprites then
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for i = 1, #sprite_data.sprites do
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local sub_sprite = sprite_data.sprites[i]
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spr(
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sub_sprite.s,
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params.x + (sub_sprite.x_offset or 0),
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params.y + (sub_sprite.y_offset or 0),
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sub_sprite.colorkey or colorkey,
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sub_sprite.scale or scale,
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sub_sprite.flip_x or flip_x,
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sub_sprite.flip_y or flip_y,
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sub_sprite.rot or rot
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)
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end
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else
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spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
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end
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end
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--- Registers a sprite definition.
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--- Registers a sprite definition.
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--- @within Sprite
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--- @within Sprite
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--- @param sprite_data table A table containing the sprite definition.
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--- @param sprite_data table A table containing the sprite definition.
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@@ -59,6 +85,34 @@ function Sprite.hide(id)
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_active_sprites[id] = nil
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_active_sprites[id] = nil
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end
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end
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--- Draws a sprite immediately without scheduling it.
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--- @within Sprite
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--- @param id string The unique identifier of the sprite.<br/>
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--- @param x number The x-coordinate.<br/>
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--- @param y number The y-coordinate.<br/>
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--- @param[opt] colorkey number The color index for transparency.<br/>
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--- @param[opt] scale number The scaling factor.<br/>
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--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
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--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
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--- @param[opt] rot number The rotation in degrees.<br/>
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function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
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local sprite_data = _sprites[id]
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if not sprite_data then
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trace("Error: Attempted to draw non-registered sprite with id: " .. id)
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return
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end
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draw_sprite_instance(sprite_data, {
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x = x,
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y = y,
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colorkey = colorkey,
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scale = scale,
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flip_x = flip_x,
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flip_y = flip_y,
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rot = rot,
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})
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end
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--- Draws all scheduled sprites.
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--- Draws all scheduled sprites.
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--- @within Sprite
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--- @within Sprite
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function Sprite.draw()
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function Sprite.draw()
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@@ -68,29 +122,8 @@ function Sprite.draw()
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trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
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trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
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_active_sprites[id] = nil
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_active_sprites[id] = nil
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end
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end
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if sprite_data then
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local colorkey = params.colorkey or sprite_data.colorkey or 0
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draw_sprite_instance(sprite_data, params)
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local scale = params.scale or sprite_data.scale or 1
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local flip_x = params.flip_x or sprite_data.flip_x or 0
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local flip_y = params.flip_y or sprite_data.flip_y or 0
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local rot = params.rot or sprite_data.rot or 0
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if sprite_data.sprites then
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for i = 1, #sprite_data.sprites do
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local sub_sprite = sprite_data.sprites[i]
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spr(
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sub_sprite.s,
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params.x + (sub_sprite.x_offset or 0),
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params.y + (sub_sprite.y_offset or 0),
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sub_sprite.colorkey or colorkey,
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sub_sprite.scale or scale,
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sub_sprite.flip_x or flip_x,
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sub_sprite.flip_y or flip_y,
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sub_sprite.rot or rot
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)
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end
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else
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spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
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end
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end
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end
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end
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end
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end
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@@ -1,17 +1,23 @@
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Sprite.register({
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Sprite.register({
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id = "norman",
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id = "norman",
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sprites = {
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sprites = {
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-- Body (sprite index 0)
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{ s = 272, x_offset = -4, y_offset = -4 },
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{ s = 0, x_offset = 0, y_offset = 0 },
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{ s = 273, x_offset = 4, y_offset = -4 },
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-- Head (sprite index 1)
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{ s = 288, x_offset = -4, y_offset = 4 },
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{ s = 1, x_offset = 0, y_offset = -8 },
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{ s = 289, x_offset = 4, y_offset = 4 },
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-- Left Arm (sprite index 2)
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{ s = 304, x_offset = -4, y_offset = 12 },
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{ s = 2, x_offset = -4, y_offset = 4 },
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{ s = 305, x_offset = 4, y_offset = 12 }
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-- Right Arm (sprite index 3, flipped)
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}
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{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
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})
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-- Left Leg (sprite index 4)
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{ s = 4, x_offset = -2, y_offset = 8 },
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Sprite.register({
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-- Right Leg (sprite index 5, flipped)
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id = "sleeping_norman",
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{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
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sprites = {
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{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
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{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
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{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
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{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
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{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
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{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
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}
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}
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})
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})
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@@ -2,9 +2,7 @@
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local _available_decisions = {}
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local _available_decisions = {}
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local _selected_decision_index = 1
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local _selected_decision_index = 1
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--- Draws the game window.
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local function draw_game_scene(underlay_draw)
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--- @within GameWindow
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function GameWindow.draw()
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local screen = Screen.get_by_id(Context.game.current_screen)
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local screen = Screen.get_by_id(Context.game.current_screen)
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if not screen then return end
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if not screen then return end
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if screen.background then
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if screen.background then
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@@ -12,6 +10,9 @@ function GameWindow.draw()
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elseif screen.background_color then
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elseif screen.background_color then
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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end
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end
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if underlay_draw then
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underlay_draw()
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end
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if not Context.stat_screen_active and #_available_decisions > 0 then
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if not Context.stat_screen_active and #_available_decisions > 0 then
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Decision.draw(_available_decisions, _selected_decision_index)
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Decision.draw(_available_decisions, _selected_decision_index)
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end
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end
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@@ -20,6 +21,19 @@ function GameWindow.draw()
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screen.draw()
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screen.draw()
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end
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end
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--- Draws the game window.
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--- @within GameWindow
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function GameWindow.draw()
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draw_game_scene()
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end
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--- Draws the game window with a custom underlay.
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--- @within GameWindow
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--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
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function GameWindow.draw_with_underlay(underlay_draw)
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draw_game_scene(underlay_draw)
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end
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--- Updates the game window logic.
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--- Updates the game window logic.
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--- @within GameWindow
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--- @within GameWindow
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function GameWindow.update()
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function GameWindow.update()
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@@ -31,12 +45,13 @@ function GameWindow.update()
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end
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end
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local screen = Screen.get_by_id(Context.game.current_screen)
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local screen = Screen.get_by_id(Context.game.current_screen)
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if not screen or not screen.update then return end
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screen.update()
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screen.update()
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-- Handle current situation updates
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-- Handle current situation updates
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if Context.game.current_situation then
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if Context.game.current_situation then
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local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
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local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
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if current_situation_obj and current_situation_obj.update then
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if current_situation_obj and type(current_situation_obj.update) == "function" then
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current_situation_obj.update()
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current_situation_obj.update()
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end
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end
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end
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end
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@@ -26,7 +26,6 @@ end
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--- @within MenuWindow
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--- @within MenuWindow
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function MenuWindow.new_game()
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function MenuWindow.new_game()
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Context.new_game()
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Context.new_game()
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GameWindow.set_state("game")
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end
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end
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--- Loads a game from the menu.
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--- Loads a game from the menu.
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@@ -4,12 +4,14 @@
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function MinigameButtonMashWindow.init_context()
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function MinigameButtonMashWindow.init_context()
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return {
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return {
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bar_fill = 0,
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bar_fill = 0,
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max_fill = 100,
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target_points = 100,
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fill_per_press = 8,
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fill_per_press = 8,
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base_degradation = 0.15,
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base_degradation = 0.15,
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degradation_multiplier = 0.006,
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degradation_multiplier = 0.006,
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button_pressed_timer = 0,
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button_pressed_timer = 0,
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button_press_duration = 8,
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button_press_duration = 8,
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instruction_text = "MASH Z!",
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show_progress_text = true,
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return_window = nil,
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return_window = nil,
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bar_x = 20,
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bar_x = 20,
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bar_y = 10,
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bar_y = 10,
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@@ -35,6 +37,9 @@ function MinigameButtonMashWindow.init(params)
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for k, v in pairs(params) do
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for k, v in pairs(params) do
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defaults[k] = v
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defaults[k] = v
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||||||
end
|
end
|
||||||
|
if params.max_fill and not params.target_points then
|
||||||
|
defaults.target_points = params.max_fill
|
||||||
|
end
|
||||||
end
|
end
|
||||||
Context.minigame_button_mash = defaults
|
Context.minigame_button_mash = defaults
|
||||||
end
|
end
|
||||||
@@ -78,11 +83,11 @@ function MinigameButtonMashWindow.update()
|
|||||||
if Input.select() then
|
if Input.select() then
|
||||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||||
mg.button_pressed_timer = mg.button_press_duration
|
mg.button_pressed_timer = mg.button_press_duration
|
||||||
if mg.bar_fill > mg.max_fill then
|
if mg.bar_fill > mg.target_points then
|
||||||
mg.bar_fill = mg.max_fill
|
mg.bar_fill = mg.target_points
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.target_points then
|
||||||
mg.win_timer = Config.timing.minigame_win_duration
|
mg.win_timer = Config.timing.minigame_win_duration
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
@@ -95,7 +100,7 @@ function MinigameButtonMashWindow.update()
|
|||||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||||
end
|
end
|
||||||
if mg.focus_center_x then
|
if mg.focus_center_x then
|
||||||
Focus.set_percentage(mg.bar_fill / mg.max_fill)
|
Focus.set_percentage(mg.bar_fill / mg.target_points)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -104,14 +109,16 @@ end
|
|||||||
function MinigameButtonMashWindow.draw()
|
function MinigameButtonMashWindow.draw()
|
||||||
local mg = Context.minigame_button_mash
|
local mg = Context.minigame_button_mash
|
||||||
if mg.return_window == "game" then
|
if mg.return_window == "game" then
|
||||||
GameWindow.draw()
|
GameWindow.draw_with_underlay(function()
|
||||||
|
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
if not mg.focus_center_x then
|
if not mg.focus_center_x then
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
end
|
end
|
||||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
local fill_width = (mg.bar_fill / mg.target_points) * mg.bar_width
|
||||||
if fill_width > 0 then
|
if fill_width > 0 then
|
||||||
local bar_color = Config.colors.light_blue
|
local bar_color = Config.colors.light_blue
|
||||||
if mg.bar_fill > 66 then
|
if mg.bar_fill > 66 then
|
||||||
@@ -130,9 +137,11 @@ function MinigameButtonMashWindow.draw()
|
|||||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||||
end
|
end
|
||||||
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
|
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
|
||||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
if mg.show_progress_text then
|
||||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points
|
||||||
|
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||||
|
end
|
||||||
|
|
||||||
if mg.win_timer > 0 then
|
if mg.win_timer > 0 then
|
||||||
Minigame.draw_win_overlay()
|
Minigame.draw_win_overlay()
|
||||||
|
|||||||
@@ -130,7 +130,9 @@ end
|
|||||||
function MinigameRhythmWindow.draw()
|
function MinigameRhythmWindow.draw()
|
||||||
local mg = Context.minigame_rhythm
|
local mg = Context.minigame_rhythm
|
||||||
if mg.return_window == "game" then
|
if mg.return_window == "game" then
|
||||||
GameWindow.draw()
|
GameWindow.draw_with_underlay(function()
|
||||||
|
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
if not mg.focus_center_x then
|
if not mg.focus_center_x then
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
@@ -144,12 +146,10 @@ function MinigameRhythmWindow.draw()
|
|||||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
|
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
|
||||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
||||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
|
||||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
|
||||||
Print.text_center(
|
Print.text_center(
|
||||||
"Press Z when line is in green!",
|
"Sleep Norman ... Sleep!",
|
||||||
Config.screen.width / 2,
|
Config.screen.width / 2,
|
||||||
mg.bar_y + mg.bar_height + 20,
|
mg.bar_y + mg.bar_height + 14,
|
||||||
Config.colors.light_grey
|
Config.colors.light_grey
|
||||||
)
|
)
|
||||||
local button_color = Config.colors.light_grey
|
local button_color = Config.colors.light_grey
|
||||||
|
|||||||
@@ -4,12 +4,25 @@ local STATE_TEXT = "text"
|
|||||||
local STATE_DAY = "day"
|
local STATE_DAY = "day"
|
||||||
local STATE_CHOICE = "choice"
|
local STATE_CHOICE = "choice"
|
||||||
|
|
||||||
|
local DEFAULT_TEXT = [[
|
||||||
|
Misterious man appears
|
||||||
|
during your sleep.
|
||||||
|
|
||||||
|
He says nothing.
|
||||||
|
He doesn't need to.
|
||||||
|
|
||||||
|
He says nothing.
|
||||||
|
]]
|
||||||
|
|
||||||
local state = STATE_TEXT
|
local state = STATE_TEXT
|
||||||
local text_y = Config.screen.height
|
local text_y = Config.screen.height
|
||||||
local text_speed = 0.4
|
local text_speed = 0.4
|
||||||
local day_timer = 0
|
local day_timer = 0
|
||||||
local day_display_frames = 120
|
local day_display_frames = 120
|
||||||
local selected_choice = 1
|
local selected_choice = 1
|
||||||
|
local text = DEFAULT_TEXT
|
||||||
|
local day_text_override = nil
|
||||||
|
local on_text_complete = nil
|
||||||
|
|
||||||
local choices = {
|
local choices = {
|
||||||
{
|
{
|
||||||
@@ -20,16 +33,6 @@ local choices = {
|
|||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
local text = [[
|
|
||||||
Misterious man appears
|
|
||||||
during your sleep.
|
|
||||||
|
|
||||||
He says nothing.
|
|
||||||
He doesn't need to.
|
|
||||||
|
|
||||||
He says nothing.
|
|
||||||
]]
|
|
||||||
|
|
||||||
--- Sets the scrolling text content.
|
--- Sets the scrolling text content.
|
||||||
--- @within MysteriousManWindow
|
--- @within MysteriousManWindow
|
||||||
--- @param new_text string The text to display.
|
--- @param new_text string The text to display.
|
||||||
@@ -39,22 +42,49 @@ end
|
|||||||
|
|
||||||
--- Starts the mysterious man window.
|
--- Starts the mysterious man window.
|
||||||
--- @within MysteriousManWindow
|
--- @within MysteriousManWindow
|
||||||
function MysteriousManWindow.start()
|
--- @param[opt] options table Optional window configuration.</br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * text (string) Override for the scrolling text.<br/>
|
||||||
|
--- * day_text (string) Override for the centered day label.<br/>
|
||||||
|
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
|
||||||
|
function MysteriousManWindow.start(options)
|
||||||
|
options = options or {}
|
||||||
state = STATE_TEXT
|
state = STATE_TEXT
|
||||||
text_y = Config.screen.height
|
text_y = Config.screen.height
|
||||||
day_timer = 0
|
day_timer = 0
|
||||||
selected_choice = 1
|
selected_choice = 1
|
||||||
|
text = options.text or DEFAULT_TEXT
|
||||||
|
day_text_override = options.day_text
|
||||||
|
on_text_complete = options.on_text_complete
|
||||||
Meter.hide()
|
Meter.hide()
|
||||||
Window.set_current("mysterious_man")
|
Window.set_current("mysterious_man")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local function go_to_day_state()
|
||||||
|
if on_text_complete then
|
||||||
|
on_text_complete()
|
||||||
|
on_text_complete = nil
|
||||||
|
end
|
||||||
|
if Window.get_current_id() ~= "mysterious_man" then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
state = STATE_DAY
|
||||||
|
day_timer = day_display_frames
|
||||||
|
end
|
||||||
|
|
||||||
local function wake_up()
|
local function wake_up()
|
||||||
|
Context.home_norman_visible = false
|
||||||
Util.go_to_screen_by_id("home")
|
Util.go_to_screen_by_id("home")
|
||||||
MinigameButtonMashWindow.start("game", {
|
MinigameButtonMashWindow.start("game", {
|
||||||
focus_center_x = Config.screen.width / 2,
|
focus_center_x = (Config.screen.width / 2) - 22,
|
||||||
focus_center_y = Config.screen.height / 2,
|
focus_center_y = (Config.screen.height / 2) - 18,
|
||||||
focus_initial_radius = 0,
|
focus_initial_radius = 0,
|
||||||
|
target_points = 100,
|
||||||
|
instruction_text = "Wake up Norman!",
|
||||||
|
show_progress_text = false,
|
||||||
on_win = function()
|
on_win = function()
|
||||||
|
Audio.music_play_wakingup()
|
||||||
|
Context.home_norman_visible = true
|
||||||
Meter.show()
|
Meter.show()
|
||||||
Window.set_current("game")
|
Window.set_current("game")
|
||||||
end,
|
end,
|
||||||
@@ -79,13 +109,11 @@ function MysteriousManWindow.update()
|
|||||||
end
|
end
|
||||||
|
|
||||||
if text_y < -lines * 8 then
|
if text_y < -lines * 8 then
|
||||||
state = STATE_DAY
|
go_to_day_state()
|
||||||
day_timer = day_display_frames
|
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
state = STATE_DAY
|
go_to_day_state()
|
||||||
day_timer = day_display_frames
|
|
||||||
end
|
end
|
||||||
elseif state == STATE_DAY then
|
elseif state == STATE_DAY then
|
||||||
day_timer = day_timer - 1
|
day_timer = day_timer - 1
|
||||||
@@ -117,7 +145,7 @@ function MysteriousManWindow.draw()
|
|||||||
local x = (Config.screen.width - 132) / 2
|
local x = (Config.screen.width - 132) / 2
|
||||||
Print.text(text, x, text_y, Config.colors.light_grey)
|
Print.text(text, x, text_y, Config.colors.light_grey)
|
||||||
elseif state == STATE_DAY then
|
elseif state == STATE_DAY then
|
||||||
local day_text = "Day " .. Context.day_count
|
local day_text = day_text_override or ("Day " .. Context.day_count)
|
||||||
Print.text_center(
|
Print.text_center(
|
||||||
day_text,
|
day_text,
|
||||||
Config.screen.width / 2,
|
Config.screen.width / 2,
|
||||||
|
|||||||
Reference in New Issue
Block a user